CPlayerResource::Spawn
0x007d6030 · 869 bytes · __thiscall
_ZN15CPlayerResource5SpawnEv
Decompiled
undefined (1 param)
/* CPlayerResource::Spawn() */
void __thiscall CPlayerResource::Spawn(CPlayerResource *this)
{
CBaseEdict *pCVar1;
int iVar2;
CPlayerResource *__s1;
undefined1 local_34 [20];
undefined4 local_20 [4];
__s1 = this + 0x440;
do {
while( true ) {
local_20[0] = 0;
iVar2 = memcmp(__s1,local_20,4);
if (iVar2 != 0) {
if (this[0x6c] == (CPlayerResource)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CPlayerResource)((byte)this[0x70] | 1);
}
*(undefined4 *)__s1 = 0;
}
local_20[0] = 0;
iVar2 = memcmp(__s1 + 0x84,local_20,4);
if (iVar2 != 0) {
if (this[0x6c] == (CPlayerResource)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CPlayerResource)((byte)this[0x70] | 1);
}
*(undefined4 *)(__s1 + 0x84) = 0;
}
local_20[0] = 0;
iVar2 = memcmp(__s1 + 0x108,local_20,4);
if (iVar2 != 0) {
if (this[0x6c] == (CPlayerResource)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CPlayerResource)((byte)this[0x70] | 1);
}
*(undefined4 *)(__s1 + 0x108) = 0;
}
local_20[0] = 0;
iVar2 = memcmp(__s1 + 0x18c,local_20,4);
if (iVar2 != 0) {
if (this[0x6c] == (CPlayerResource)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CPlayerResource)((byte)this[0x70] | 1);
}
*(undefined4 *)(__s1 + 0x18c) = 0;
}
local_20[0] = 0;
iVar2 = memcmp(__s1 + 0x210,local_20,4);
if (iVar2 != 0) {
if (this[0x6c] == (CPlayerResource)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CPlayerResource)((byte)this[0x70] | 1);
}
*(undefined4 *)(__s1 + 0x210) = 0;
}
local_20[0] = 0;
iVar2 = memcmp(__s1 + 0x294,local_20,4);
if (iVar2 != 0) {
if (this[0x6c] == (CPlayerResource)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CPlayerResource)((byte)this[0x70] | 1);
}
*(undefined4 *)(__s1 + 0x294) = 0;
}
local_20[0] = 0;
iVar2 = memcmp(__s1 + 0x318,local_20,4);
if (iVar2 != 0) break;
__s1 = __s1 + 4;
if (__s1 == this + 0x4c4) goto LAB_007d61fb;
}
if (this[0x6c] == (CPlayerResource)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CPlayerResource)((byte)this[0x70] | 1);
}
*(undefined4 *)(__s1 + 0x318) = 0;
__s1 = __s1 + 4;
} while (__s1 != this + 0x4c4);
LAB_007d61fb:
CBaseEntity::ThinkSet((_func_void *)local_34,(float)this,(char *)0x325);
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
*(undefined4 *)(this + 0x860) = 0;
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.